﻿<!DOCTYPE html>
<html>

<head>
    <meta charset="utf-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>对象节点命名、查找、遍历</title>
    <!-- <script src="https://cdn.staticfile.org/jquery/3.5.1/jquery.min.js"></script> -->
    <script src="../../js/three.js"></script>
    <script src="../../js/controls/OrbitControls.js"></script>
    <style type="text/css">
        body {
            margin: 0;
            overflow: hidden;
        }
    </style>
</head>

<body>
    <script>
        /**
         * 创建场景对象Scene
         */
        var scene = new THREE.Scene();
        /**
         * 创建网格模型
         */
        // 头部网格模型和组
        // 头部网格模型和组
        var headMesh = sphereMesh(10, 0, 0, 0);
        headMesh.name = "脑壳"
        var leftEyeMesh = sphereMesh(1, 8, 5, 4);
        leftEyeMesh.name = "左眼"
        var rightEyeMesh = sphereMesh(1, 8, 5, -4);
        rightEyeMesh.name = "右眼"
        var headGroup = new THREE.Group();
        headGroup.name = "头部"
        headGroup.add(headMesh, leftEyeMesh, rightEyeMesh);
        // 身体网格模型和组
        var neckMesh = cylinderMesh(3, 10, 0, -15, 0);
        neckMesh.name = "脖子"
        var bodyMesh = cylinderMesh(14, 30, 0, -35, 0);
        bodyMesh.name = "腹部"
        var leftLegMesh = cylinderMesh(4, 60, 0, -80, -7);
        leftLegMesh.name = "左腿"
        var rightLegMesh = cylinderMesh(4, 60, 0, -80, 7);
        rightLegMesh.name = "右腿"
        var legGroup = new THREE.Group();
        legGroup.name = "腿"
        legGroup.add(leftLegMesh, rightLegMesh);
        var bodyGroup = new THREE.Group();
        bodyGroup.name = "身体"
        bodyGroup.add(neckMesh, bodyMesh, legGroup);
        // 人Group
        var personGroup = new THREE.Group();
        personGroup.name = "人"
        personGroup.add(headGroup, bodyGroup)
        personGroup.translateY(50)
        scene.add(personGroup);

        // 遍历场景对象scene  obj：每次遍历的对象
        scene.traverse(function (obj) {
            if (obj.type === "Group") {
                console.log(obj.name);
            }
            if (obj.type === "Mesh") {
                console.log('  ' + obj.name);
                obj.material.color.set(0xffff00);
            }
            if (obj.name === "左眼" | obj.name === "右眼") {
                obj.material.color.set(0x000000)
            }
            // 打印id属性
            console.log(obj.id);
            // 打印该对象的父对象
            console.log(obj.parent);
            // 打印该对象的子对象
            console.log(obj.children);
        })
        // 打印场景id号   id号和创建对象的顺序有关
        console.log(scene.id);
        console.log(headMesh.id);
        console.log(leftEyeMesh.id);
        console.log(rightEyeMesh.id);


        // 遍历查找对象的子对象，返回name对应的对象（name是可以重名的，返回第一个）
        var nameNode = scene.getObjectByName("左腿");
        nameNode.material.color.set(0xff0000);
        // 遍历查找对象的子对象，并返回id对应的对象
        var idNode = scene.getObjectById(4);
        console.log(idNode);

        /**
         * R - 球体半径
         * x - 模型位置x
         * y - 模型位置y
         * z - 模型位置z
         */
        function sphereMesh(R, x, y, z) {
            var geometry = new THREE.SphereGeometry(R, 25, 25) //球体几何体
            var material = new THREE.MeshPhongMaterial({
                color: 0x0000ff
            }) // 材质对象Material
            var mesh = new THREE.Mesh(geometry, material) //创建网格模型对象
            mesh.position.set(x, y, z)
            return mesh
        }

        //圆柱体网格模型创建函数
        function cylinderMesh(R, h, x, y, z) {
            var geometry = new THREE.CylinderGeometry(R, R, h, 25, 25) //圆柱体几何体
            var material = new THREE.MeshPhongMaterial({
                color: 0x0000ff
            })
            var mesh = new THREE.Mesh(geometry, material); // 创建网格模型对象
            mesh.position.set(x, y, z);
            return mesh;
        }

        // 辅助坐标系   老版本AxisHelper 新版本AxesHelper
        var axisHelper = new THREE.AxisHelper(250);
        scene.add(axisHelper);

        /**
         * 光源设置
         */
        //环境光   环境光颜色RGB成分分别和物体材质颜色RGB成分分别相乘
        var ambient = new THREE.AmbientLight(0x444444);
        // var ambient = new THREE.AmbientLight(0xffffff,0.2);//在构造函数中设置光照强度
        // 设置光照强度属性
        ambient.intensity = 1;
        scene.add(ambient); //环境光对象添加到scene场景中
        //点光源
        var point = new THREE.PointLight(0xffffff);
        //设置点光源位置  光源对象和模型对象的position属性一样是Vector3对象
        //PointLight的基类是Light  Light的基类是Object3D  点光源对象继承Object3D对象的位置属性position
        point.position.set(400, 200, 300);
        scene.add(point);
        /**
         * 相机设置
         */
        var width = window.innerWidth; //窗口宽度
        var height = window.innerHeight; //窗口高度
        var k = width / height; //窗口宽高比
        var s = 100; //三维场景显示范围控制系数，系数越大，显示的范围越大
        //创建相机对象
        var camera = new THREE.OrthographicCamera(-s * k, s * k, s, -s, 1, 1000);
        camera.position.set(200, 300, 200); //设置相机位置
        camera.lookAt(scene.position); //设置相机方向(指向的场景对象)

        /**
         * 创建渲染器对象
         */
        var renderer = new THREE.WebGLRenderer();
        renderer.setSize(width, height); //设置渲染区域尺寸
        renderer.setClearColor(0xb9d3ff, 1); //设置背景颜色
        document.body.appendChild(renderer.domElement); //body元素中插入canvas对象

        // 渲染函数
        function render() {
            renderer.render(scene, camera); //执行渲染操作
        }
        render();
        //创建控件对象  相机对象camera作为参数   控件可以监听鼠标的变化，改变相机对象的属性
        var controls = new THREE.OrbitControls(camera, renderer.domElement);
        //监听鼠标事件，触发渲染函数，更新canvas画布渲染效果
        controls.addEventListener('change', render);
    </script>
</body>

</html>